// Seed Array has randomly generated numbers for all types of system possibilites.
    void NewSystem()
    {
        Debug.Log("New System");
        seedArray = SystemSeed.RandomSeed();
        CreateID();
        Debug.Log("System SEED: " + ID);
        asteroidSpawner = this.gameObject.GetComponent("AsteroidFields") as AsteroidFields;

        CreateAsteroids();
        CreateSun();
        CreatePlanets();
        CreateFleetManager();
        CreateSkyBox();
        NetworkManager.LoadingIncrement();
    }
 public void SetInfo(AsteroidFields.Grouping inGrouping, float groupDistance, int inAsteroidAmount, AsteroidFields afIn)
 {
     groupType = inGrouping;
     grouping = groupDistance;
     asteroidsAtBeacon = inAsteroidAmount;
     asteroidFieldClass = afIn;
 }
    void LoadSystem(int i)
    {
        //SaveSystem();

        if (i > 5)
        {
            // Load from XML file.
        }

        systemPlanets = systemsInMemory[i].systemPlanets;
        isInhabited = systemsInMemory[i].isInhabited;
        ID = systemsInMemory[i].ID;
        starRadius = systemsInMemory[i].starRadius;
        starMaterial = systemsInMemory[i].starMaterial;
        seedArray = systemsInMemory[i].seedArray;
        asteroidSpawner = this.gameObject.GetComponent("AsteroidFields") as AsteroidFields;
        //asteroidSpawner.groupsInMemory = 	systemsInMemory[i].asteroidGroups;
        asteroidSpawner.gState = AsteroidFields.GameState.Playing;
        LoadPlanets();
        LoadSun();
        systemsInMemory.RemoveAt(i);
    }